Post by jango1 on Jan 14, 2016 16:31:33 GMT -5
Sorry for the confusing post... not sure if it's just a complicated system or is I am utterly, utterly confused.
Here's a list of my observations. Can you guys correct or add to it?
Ship Maintenance Base Cost Per Turn: Low in green, higher in yellow and highest in red.
Ship damage repair: No repairs in yellow zones, only in green.
Ship Re-Fueling Rate: Same rate in green zones as in yellow zones.
The manual confused me on one point. It indicated re-fueling/repair of fighters costs less if you use carriers' than if you pay the green zone re-fueling/repair costs. (NOTE: when I say re-fuel/repair costs, I mean the increased maintenance costs placed on damaged/low-fuel ships... least I think that's how that works)
While the ship maintenance base cost is higher in yellow zones, does the cost to re-fuel increase in yellow zones as opposed to green zones?
Is there a cost paid when you use the carriers' re-fuel/repair action (and does it vary by zone color)?
If I understood it correctly, the manual says that fighters' maintenance and repair costs are less than larger ships like cruisers. Assuming the per 'gallon' cost to re-fuel a carrier is more than a fighter, do you need to re-fuel multiple fighters/cruisers to break even? Like, do you lose money overall when a carrier re-fuels a single fighter?
Also do the repair stats of the captain of the carrier or the ship being re-fueled effect re-fueling in any way (like, I don't need high repair stats on carriers to re-fuel better since carriers aren't taking damage, but I do need repair stats for my repair carriers)?
In testing it appears that the amount of water-fuel gained is the same in both green and yellow zones but at other times it appears that ships re-fuel more water-fuel per turn in green zones than yellow. Is this in my head or do factors like ship class, damage, politics, etc. influence the amount of water-fuel gained each turn(specifically the AMOUNT of fuel loaded, not the politically-influenced COST of the fuel)?
I assume there are no combat modifiers based on zone color. Also assume that there isn't a faction 'compatibility' cost, i.e. the faction of the ship and the faction of the colony do not influence recovery (Cadar ships recovery as fast/cheaply in DeValtos colony green zones as at Cadar zones right?)
Here are my takeaways, correct me if I'm wrong:
Returning from an attack, it's more cost-effective to re-fuel 5 ships with a carrier in red space, even if that delays one or two ships from reaching yellow/green space. Re-fueling on the way home in red space is more cost-effective than waiting until you get to green space since it prevents a turn of green space re-fueling costs.
When your ships are idle, it is cheaper to crowd them into green space rather than let them linger in yellow space. It follows then that it also makes sense to 'draw xeno ships into green zones' rather than leave green zones to attack them before they reach your greenery (except when world killer ships need to be kept from reaching your colony). I find myself huddling in the rear green zones so the missile xeno ships enter yellow zones on the 'border side' of the planet before I move out to attack them. It seems silly that I go back and forth like this every turn as xeno ships trickle in but it makes sense right?
Here's a list of my observations. Can you guys correct or add to it?
Ship Maintenance Base Cost Per Turn: Low in green, higher in yellow and highest in red.
Ship damage repair: No repairs in yellow zones, only in green.
Ship Re-Fueling Rate: Same rate in green zones as in yellow zones.
The manual confused me on one point. It indicated re-fueling/repair of fighters costs less if you use carriers' than if you pay the green zone re-fueling/repair costs. (NOTE: when I say re-fuel/repair costs, I mean the increased maintenance costs placed on damaged/low-fuel ships... least I think that's how that works)
While the ship maintenance base cost is higher in yellow zones, does the cost to re-fuel increase in yellow zones as opposed to green zones?
Is there a cost paid when you use the carriers' re-fuel/repair action (and does it vary by zone color)?
If I understood it correctly, the manual says that fighters' maintenance and repair costs are less than larger ships like cruisers. Assuming the per 'gallon' cost to re-fuel a carrier is more than a fighter, do you need to re-fuel multiple fighters/cruisers to break even? Like, do you lose money overall when a carrier re-fuels a single fighter?
Also do the repair stats of the captain of the carrier or the ship being re-fueled effect re-fueling in any way (like, I don't need high repair stats on carriers to re-fuel better since carriers aren't taking damage, but I do need repair stats for my repair carriers)?
In testing it appears that the amount of water-fuel gained is the same in both green and yellow zones but at other times it appears that ships re-fuel more water-fuel per turn in green zones than yellow. Is this in my head or do factors like ship class, damage, politics, etc. influence the amount of water-fuel gained each turn(specifically the AMOUNT of fuel loaded, not the politically-influenced COST of the fuel)?
I assume there are no combat modifiers based on zone color. Also assume that there isn't a faction 'compatibility' cost, i.e. the faction of the ship and the faction of the colony do not influence recovery (Cadar ships recovery as fast/cheaply in DeValtos colony green zones as at Cadar zones right?)
Here are my takeaways, correct me if I'm wrong:
Returning from an attack, it's more cost-effective to re-fuel 5 ships with a carrier in red space, even if that delays one or two ships from reaching yellow/green space. Re-fueling on the way home in red space is more cost-effective than waiting until you get to green space since it prevents a turn of green space re-fueling costs.
When your ships are idle, it is cheaper to crowd them into green space rather than let them linger in yellow space. It follows then that it also makes sense to 'draw xeno ships into green zones' rather than leave green zones to attack them before they reach your greenery (except when world killer ships need to be kept from reaching your colony). I find myself huddling in the rear green zones so the missile xeno ships enter yellow zones on the 'border side' of the planet before I move out to attack them. It seems silly that I go back and forth like this every turn as xeno ships trickle in but it makes sense right?